Greetings. Welcome to the first session of /mlpol/'s first running of the classic third edition d&d campaign Red Hand Of Doom.
On this adventure, our heroes, currently three strong, will encounter dozens of trials that will test their strength, cunning, and friendship as they face an army of goblins.
If you'd like to join, there's still room for more in the party. Don't be shy to ask.
Our story begins in Elsir Vale, with our three heroes on the road to the town of Drellin’s Ferry. The three are seasoned adventurers, and exated heroes to boot. Having fought many battles together before, they are confident in their strength. Legend has it of a vast treasure in the Vault of Vraath Keep, hidden deep in the Witchwood; our heroes, have journeyed all this way to seize the vault for their own.
Despite that, they all have their own motivations to travel to Drellin's Ferry:
Sir Whiskers, a cunning and charismatic Tibbet Jester, is travelling to meet up with an old friend of his: Princess Princess Bagel Jennifurr Fluffykinz the fourth. He hasn't met his old friend since he was a kitten, and he's eager to meet with her again. She has arranged to meet up with him in Drellin's Ferry, and to accompany him on his adventure.
Sir Brozal, a mighty Orc Crusader of Pelor, has received a mission from a high-ranking Cleric of his order has received a powerful vision of war descending on Elsir Vale under the banner of a clawed red hand, and has sent Brolaz to the far reaches of Elsir Vale to avert impending disaster... Brozal isn't exactly sure if the vision was real, or if his master just wanted to get rid of him for the year, but he never turns down a good crusade.
Brother Chad, a wise and powerful Druid, has chosen to accompany his companions on their hunt for the lost treasure in the Witchwood. Sir Whiskers requested his aid because Chad is the most experienced woodsman he knows. Chad is wary of this region, for he's heard that it is ruled by a fierce and territorial Druid, but he embarks upon this jouney nonetheless, the secrets of the Witchwood too tempting to ignore.
...So tempting that he seems to have drifted off somewhere with his horse; probably fucking it again or something. Stupid hippie.
And so, let's begin:
>The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin’s Ferry lies a few miles ahead of you. It’s a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest.
This is the part where the players ask obvious questions that I thoughtlessly ignored in the first post, as well as implore about their surroundings.
1970 replies and 85 files omitted.
The creature's spit is a spray of hypertonic acid
Bagel saves and takes 6 damage, leaving her at half health.
Brozal saves as well, also taking 6 damage.
Everyone else fails, taking 12 damage each.
Bagel's turn
>>135061With a hiss of pain, Bagel slinks off into obscurity with her natural invisibility, moving away from the ensuing acid puddle and the monster to ensure she's not harmed any further
>>135061Should i do a ride check?
>>135062Good call.
Jorr steps back 5 feet and fires two arrows, one striking true and hitting the beast, damaging it.
>>135063Oh yeah, do that.
Misty needs to roll a saving throw as well.
[1d20+15 = 25]
Seeing as how it's Brozal's turn, I'll have him attack and charge with his unused Smite, since the creature is bigger than him.
Add furious counterstrike, add charisma, and...
>>135064[1d20+5 = 20]What's the dice roll for Misty's saving throw?
Bang, the monster takes dice amount of damage as the orc impales it with his trident.
Whisker's turn
>>135066More than that. She passes and takes no damage at all.
YOU move after Whiskers.
15 damage from Brozal's attack
Whisker's turn, then Chad's
Chad, don't forget you can handle Misty to do tricks on your turn.
>>135067Whiskers quickly scurries away from the puddle as well, not wanting to deal with the situation if his backpedalling was any indication.
However he does cast Instant of Power on Brozal for the orc's next turn when his movement points have depleted.
>>135072+4 enchantment to attack, save throw or damage rolls. In this case, Whiskers will give him the third option.
>>135072You wanna just take that action to add to Brozal's damage roll? You're not flat-footed this turn because Jorr warned you.
If you do so, you'd still have a standard action left this turn.
>>135071I didn't know i could do that, do you mind telling me what i can do?
I move away by 20 feet along the road so i am broadsiding it.
I cast call lightning on it.
>>135074I moved him back to get out of melee range. Isn't that enough?
>>135075She is trained for riding purposes, but you can push her to attack or do other tricks.
To handle her, roll Handle animal, adding an additional +4 bonus beyond your normal bonus.
You can do this as a free action, meaning it takes no time at all and you should be doing it every turn.
>>135076That's fine. I'll treat it as the retreat action.
>>135078I cast call lightning on it.
[1d20+6 = 20] (handle animal)
Oh, Chad already posted his turn
The monster makes it's save against the lightning and takes 7 damage.
>>135079What are you trying to make her do?
>>135082Alright. Misty charges and makes a hoof attack, managing to hit the creature from the charge bonus and deal 10 damage.
The creature screeches, clearly not having expected to take this much damage in the first round.
It takes the retreat action, scurrying 60 feet into the brush fraster than Brozal can swipe at it.
Jorr shoots an arrow after it on his turn.
It's Bagel's turn.
>>135084With a heavy sigh at seeing the threat run away, Bagel opts to stand alongside Chad, invisible as ever as she watches, passing her turn.
Whiskers, do you want to expend that instant of power slot on the arrow that just barely missed the monster?
>>135086Indeed he does, mr GM man.
>>135087Alright, both shots strike true, critically wounding, but not killing the monster. It shrieks in pain.
Brozal throws a javelin after it. The monster appears to get the message, for now.
Whiskers's turn, if he wishes to pursue the monster into the woods.
>>135088Feeling mischievous, Whiskers decides to cast Grease on the monster's area, coating both it and the floor it's standing on to become incredibily slippery.
>>135089Sorry, it's just beyond range of your grease, roughly 80 ft away.
>>135088Can i cast lightning on it?
Misty pursues the creature.
No mercy!
>>135090Darn.
Well, Whiskers doesn't have anything to do then, so he'll focus on healing his friend up with the healing belt then.
>>135091Do you cast before or after charging?
>>135093Before.
It probably dies before i get to it.
The monster is kill. Initiative is over.
I'll give you XP for this encounter and the last two encounters after next session. I'll add it to the sheet's myself.
>>135094Yep. The monster is killed by the lightning.
Rushes over in that direction.
"Blast it! Quick, everyone out o' the road!" he says, throwing a blanket over Brozal's illuminated form.
>>135097Depends on whether or not you'd rather take the keep at night, or in the morning.
>>135096With hair frazzled, Whiskers and the invisible cat follow Jorr out the road, obviously not wanting to fight anything more.
>>135099I think it would be better to wait for bro.
Should i give a survival roll?
Although, be aware that most of you guys have consumed your 1/day resources and taken considerable damage.
Oh yeah. Somw ~8 HP were healed between the four of you with martial spirit.
>>135101Yeah, go ahead. Add an extra +2 to the roll, since Jorr is helping you.
Jorr grumbles something unintelligible about "flashy mages", but works dutifully, ushering the party into the wood as he watches behind with his bow drawn.
I think it would indeed be wiser to wait for Bro.
>>135102Roger that.
The two kitties will sit pretty under Misty, cowering at the imminent danger, one wrapping his paws against the invisible kitty while part of his fur is pressed in by assumedly Bagel.
Still waiting for Chad's survival check, but I'm assuming it passed, given his absurdly high modifier.
Jorr mutters some sort of incantation as he tails the party, tracks vanishing behind you.
You come to a rocky outcrop which Jorr hopes should give some cover for the night, or at least enough to make a small camp.
Jorr tells the party to rest up while he takes first watch, his bow drawn and his dogs on alert.
>>135105You take 13 non-lethal bludgeoning damage as the tired horse absentmindedly sits on you with her fat horse butt, lol.
Which should recover overnight, assuming nothing comes to chew your faces off.
Misty is not squished.
>>135108Yeah, that's enough.
You make camp deep enough in the woods to avoid drawing the interest of any potential goblins.
As you pass the monster, its body bursts and erupts into a geyser of acid, dissolving into a brown puddle behind you. Creepy, if not convenient.
>>135106Whiskers squeaks as he's squished by horse butt, air suddenly leaving out his lungs.